Tatsache ist, dass du einen ganzen String ent/ver-schlüsselst und somit kann man es durchaus Technik nennen, da man ja logischerweise mehrmals Operatoren verwenden muss (auch wenns der gleiche ist). Soweit meine Auffassung, jedenfalls.
Tatsache ist, dass du einen ganzen String ent/ver-schlüsselst und somit kann man es durchaus Technik nennen, da man ja logischerweise mehrmals Operatoren verwenden muss (auch wenns der gleiche ist). Soweit meine Auffassung, jedenfalls.
I would appreciate if you used English in this thread.
@Thread:
I am making progress fast (for now), what I am doing is creating a server that does all things globally / static. This means it won't be an actual server (for that I need a working database, proper packet structures, etc.) yet. Just to see whether I can get the connections going and data receivable and ‘sendable’. This seems to work now (excluding packet structures, I only implemented a couple).
I will now start focusing on things like database management, packet structures and adding features.
I am considering making this project closed-source (during development), as little help has been offered (code-wise), and the help that is offered isn't influenced by the accessibility of the server's source.
All the help I can offer you is vast knowledge about the game itself rather than its code. That might come in handy if you got to the point where the base has been established, though for now, knowing this community and its selfish ways, I fear you stand by your own.
I'll dedicate some work to this thread, I'll send you a PM with my Skype details.
I've taken a look at your source, you can change this in PacketBuilder.cs:
Code:
[DllImport("winmm.dll")]
private static extern long timeGetTime();
private readonly StringBuilder _builder;
public PacketBuilder(PacketType type)
{
_builder = new StringBuilder();
Append(timeGetTime());
Append((uint) type);
}
To:
Quote:
[DllImport("winmm.dll")]
private static extern long timeGetTime();
private readonly StringBuilder _builder;
public PacketBuilder(PacketType type)
{
_builder = new StringBuilder();
Append(Environment.TickCount);
Append((uint) type);
}
Environment.TickCount does the same function and is already included into the .NET framework so it doesn't require an import. PS the red can be removed.
This community definitely isn't ready / interested for a project of this kind. I will continue working on this source, but the SVN will not be updated any more.
-
Authentication is completely finished.
For the database management I have decided to use NHibernate.
Player's are now loaded, created, etc.
NOTE: A player can register through the client, using the prefix NEW in front of it's desired username.
apologize for my obsessive question, but no one would answer. This emulator can make it compatible for chapter 1?
I'm creating this for Chapter 3. Not sure how much the network structure changes since chapter 1. I might make it compatible (you would have to download a different source!) with Chapter 1 when it works. Don't get your hopes up though, that is a long time from now!